The global Entertainment Consumer Electronics market was valued at US$ 254830 million in 2022 and is projected to reach US$ 312700 million by 2029, at a CAGR of 3.0% during the forecast period. The influence of COVID-19 and the Russia-Ukraine War were considered while estimating market sizes.
Entertainment consumer electronics is the consumer electronics that is used for entertainment.
This report aims to provide a comprehensive presentation of the global market for Entertainment Consumer Electronics, with both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding Entertainment Consumer Electronics. This report contains market size and forecasts of Entertainment Consumer Electronics in global, including the following market information:
Global Entertainment Consumer Electronics Market Revenue, 2018-2023, 2024-2029, ($ millions)
Global Entertainment Consumer Electronics Market Sales, 2018-2023, 2024-2029, (M Units)
Global top five Entertainment Consumer Electronics companies in 2022 (%)
LG, Sony, Sumsung, Nintendo and Pansonic are the key players and accounted for over 15% of the overall entertainment consumer electronics market share in 2019. Other players include Pioneer, Philips, Microsoft, HUALU, Bose.
We surveyed the Entertainment Consumer Electronics manufacturers, suppliers, distributors and industry experts on this industry, involving the sales, revenue, demand, price change, product type, recent development and plan, industry trends, drivers, challenges, obstacles, and potential risks.
Total Market by Segment:
Global Entertainment Consumer Electronics Market, by Products, 2018-2023, 2024-2029 ($ Millions) & (M Units)
Global Entertainment Consumer Electronics Market Segment Percentages, by Products, 2022 (%)
- Flatscreen TVs
- DVD Players
- Video Games
- Remote Control Cars
- Other
Global Entertainment Consumer Electronics Market, by Sales Channel, 2018-2023, 2024-2029 ($ Millions) & (M Units)
Global Entertainment Consumer Electronics Market Segment Percentages, by Sales Channel, 2022 (%)
- Online Sales
- Offline Sales
Global Entertainment Consumer Electronics Market, By Region and Country, 2018-2023, 2024-2029 ($ Millions) & (M Units)
Global Entertainment Consumer Electronics Market Segment Percentages, By Region and Country, 2022 (%)
- North America
- US
- Canada
- Mexico
- Europe
- Germany
- France
- U.K.
- Italy
- Russia
- Nordic Countries
- Benelux
- Rest of Europe
- Asia
- China
- Japan
- South Korea
- Southeast Asia
- India
- Rest of Asia
- South America
- Brazil
- Argentina
- Rest of South America
- Middle East & Africa
- Turkey
- Israel
- Saudi Arabia
- UAE
- Rest of Middle East & Africa
Competitor Analysis
The report also provides analysis of leading market participants including:
- Key companies Entertainment Consumer Electronics revenues in global market, 2018-2023 (Estimated), ($ millions)
- Key companies Entertainment Consumer Electronics revenues share in global market, 2022 (%)
- Key companies Entertainment Consumer Electronics sales in global market, 2018-2023 (Estimated), (M Units)
- Key companies Entertainment Consumer Electronics sales share in global market, 2022 (%)
Further, the report presents profiles of competitors in the market, key players include:
- LG
- Sony
- Sumsung
- Nintendo
- Pansonic
- Pioneer
- Philips
- Microsoft
- HUALU
- Bose
- Yamaha
- Harman
- VIZIO
- HPI Racing
Outline of Major Chapters:
- Chapter 1: Introduces the definition of Entertainment Consumer Electronics, market overview.
- Chapter 2: Global Entertainment Consumer Electronics market size in revenue and volume.
- Chapter 3: Detailed analysis of Entertainment Consumer Electronics manufacturers competitive landscape, price, sales and revenue market share, latest development plan, merger, and acquisition information, etc.
- Chapter 4: Provides the analysis of various market segments by products, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
- Chapter 5: Provides the analysis of various market segments by sales channel, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
- Chapter 6: Sales of Entertainment Consumer Electronics in regional level and country level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space of each country in the world.
- Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product sales, revenue, price, gross margin, product introduction, recent development, etc.
- Chapter 8: Global Entertainment Consumer Electronics capacity by region & country.
- Chapter 9: Introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
- Chapter 10: Analysis of industrial chain, including the upstream and downstream of the industry.
- Chapter 11: The main points and conclusions of the report.